Modding changelog
From VCMI Project Wiki
This page lists changes in modding format between various versions of vcmi
0.92 -> 0.93
General
- Identifiers resolution system. Same string identifiers from different mods will no longer conflict. Side effect: mod can access identifiers only from mods that are explicitly marked as required. This causes issue with current way to add new towns via 3 mods. There are two ways to fix this:
- Merge 3 mods into one.
- Move all creatures and hero classes into "neutral" faction and add proper overrides into town mod. See Cove for example.
Town
- Icons use path to icon instead of image indexes:
"icons" :
{
"village" : {"normal" : "modname/icons/icon1.png", "built" : "modname/icons/icon2.png" },
"fort" : {"normal" : "modname/icons/icon3.png", "built" : "modname/icons/icon4.png" }
},
- Buildings and structures use string identifiers instead of list
"buildings" :
{
"building1" : { <Building format> },
...
}
Creature
- Field graphics/iconIndex removed in favor of paths to two icons:
"graphics" :
{
"iconSmall" : "modname/icons/iconSmall.png",
"iconLarge" : "modname/icons/iconLarge.png"
}
- Abilities use string identifiers instead of list
<syntaxhighlight lang="javascript"> "ability" : {
"ability" : { <Bonus format> }, ...
}
- Field graphics/attackClimaxFrame was moved into missile description
- Field graphics/missile/spinning is now removed.
Artifact
- Field iconIndex removed in favor of path to icon
Hero
- Field iconIndex removed in favor of path to icons
- Spellbook description now uses string ID's for spells instead of numeric indexes:
<syntaxhighlight lang="javascript"> "spellbook" : [
"magicArrow", ...
]